Simuli: Spring 2018
Authors: Jill Salembier and Bill Fischer
See video screen captures and download the VR application here
Authors: Jill Salembier and Bill Fischer
See video screen captures and download the VR application here
Simuli is a work-in-progress. This Unity produced, Google Cardboard app aims to provide a VR experience for middle, high school and college students that simulates, in the first person, the feeling of some of the challenges that neurodiverse students face in a classroom setting. The goal is to develop empathy and understanding that will lead to improved interpersonal, social, learning and community relationships across all neuro spectrums (including "neurotypical"). The app focuses on the social aspects of experience neurodiverse challenges in a school setting.
The room was set up with an area for four students to view the scenario at one time. Each student was sitting in a chair and provided View Master brand VR goggles that used mid-range Android phone to run the app. Once the scenario had finished, students were escorted to two separate tables to be interviewed about what they had just participated in.
During testing the it was found that the following Unity publishing settings were required for smooth playback.
It will be difficult to predict which version will playback smoothly on any particular phone, so two versions have been made available for download (HiRes, LowRes)
In order to isolate the effectiveness of the simulation, no instruction or introduction was provided before the students experienced the simulation. Also, only one of the three simulations was tested (the other two were still in development). This test was administered to acquire mid-development feedback.
(percent taken from 16 total responses to having VR experience).
(percent taken from 16 total responses to having VR experience).
Of those that responded (approx. 50%), 1/2 the students said Yes, and other 1/2 said No.
Of the students that responded "yes", they indicated that they responded to the feelings of the event, the sounds and the room environment. Some said the scenario (story) was realistic even though the graphics were not.
The reasons given for not being realistic are:
(percent taken from 29 total responses to question above)
#1 Response - Why some kids may pencil tap and how tapping can be distracting to others.
Characters need improvement - 10 (29%).
More interaction is desired - 5 (15%).
Demonstrate ways to handle the situation in the explainer video so they learn what they should do in this situation - 4 (12%).
Other: three or less responses to each bullet.